Here is a list of the club house rules. As rules get changed or added, the Original Post (OP) will be updated. Please use the rest of the thread for discussion/suggestions. House rules apply until specifically FAQ'd by GW.

House Rules

Tau Marker Lights reform vehicle cover saves as if they were infantry.

im guessing you want a list of things like the fact that we don't generally follow the rule book and chose sides before setting up terrain and fortifications and instead pick sides then throw some terrain around and then deploy fortifications?

Doom of Malan'tai's Spirit Leech ability does NOT confer cover saves, despite what the FAQ says, because your soul cannot get a cover save and the new rule book's Psychic Scream telepathy ability which does the same thing doesn't confer cover saves.

Tom Kent wrote:More the sort of thing like "as Necrons you can't embark in a vehicle with a relic (so you dont fuck off the table)" or somesuch

am i the only person that dose not actually have an issue with this rule? takes more than 1 turn to do it so got plenty of time to stop the putting a relic into the flyer and if they want to wreck their flyer for me by doing it then im not going to stop them, the objective comes back onto the board anyway

I always liked the idea of not having to declare which unit is embarked in a vehicle, unless open-topped... (40k, that is).

Necromunda: For XP, you only count as causing one wound for taking someone out in close combat, no matter how many you actually cause (or more specifically - one wound per wound taken off of their profile). This stops bad-combat-roll-thirty-five-experience-point-butt-fuck situations...

I always thought this was how the rules worked in Necromunda. I know it mentions it for shooting attacks that cause more than one wound, you only get 5 xp points, I just don't know if I just assumed it was the same for CC...